Unlike most of the cases in which we do this by hand, the new helper
properly handles non-32-bit pointers.
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: Karol Herbst <kherbst@redhat.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Karol Herbst <kherbst@redhat.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Fixes: 393b59e077
('nir: Rework nir_lower_constant_initializers() to handle functions')
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
NIR metadata validation verifies that the debug bit was unset (by a call
to nir_metadata_preserve) if a NIR optimization pass made progress on
the shader. With the expectation that the NIR shader consists of only a
single main function, it has been safe to call nir_metadata_preserve()
iff progress was made.
However, most optimization passes calculate progress per-function and
then return the union of those calculations. In the case that an
optimization pass makes progress only on a subset of the functions in
the shader metadata validation will detect the debug bit is still set on
any unchanged functions resulting in a failed assertion.
This patch offers a quick solution (short of a larger scale refactoring
which I do not wish to undertake as part of this series) that simply
unsets the debug bit on unchanged functions.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Previously it assumed that only a single function (the entrypoint)
existed and attempted to lower constant initializers of shader outputs
for each function, for instance.
the naming is a bit confusing no matter how you look at it. Within SPIR-V
"global" memory is memory accessible from all threads. glsl "global" memory
normally refers to shader thread private memory declared at global scope. As
we already use "shared" for memory shared across all thrads of a work group
the solution where everybody could be happy with is to rename "global" to
"private" and use "global" later for memory usually stored within system
accessible memory (be it VRAM or system RAM if keeping SVM in mind).
glsl "local" memory is memory only accessible within a function, while SPIR-V
"local" memory is memory accessible within the same workgroup.
v2: rename local to function as well
v3: rename vtn_variable_mode_local as well
Signed-off-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Rob Clark <robdclark@gmail.com>
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Acked-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>